#virtual-reality

1 messages · Page 4 of 1

dire kayak
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I am I just using the default VR template with no changes in 5.1

sonic lake
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@dire kayakdoes it make any difference if you connect it via cable?

ashen pelican
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I'm experiencing really bad performance already inside the Oculus Home using either air link or cable as soon as the Unreal Editor is open. Not sure if this relates? Very new to Unreal/VR Development

royal thorn
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Which hololens 2 version should I buy for unreal

shadow forge
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Has anyone had a problem where the screen brightness is way up when your app is running?

It's like the gamma is way off or something, everything much lighter than it should be, lots of banding in dark areas.

Somehow (and I didn't even know this was a thing you could do) it's even causing the Quest menus to be brighter, which made me think it's config rather than the lighting in the level but I can't find any settings that relate to it.

sonic lake
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@shadow forgeyou may have a postprocessing volume with auto exposure activated?

ashen pelican
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I've made an UE5.1 project with the VR template and built a new level, whenever I try to teleport now the engine stops with assertion failed error. It still works when I play the template level, so I'm trying to figure out what I'm missing. Could it be that my NavMesh isnt build properly? It's not filled green like in the template level

sonic lake
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@ashen pelicancan you drag the navmesh a bit up. You should see the green. Press P.

ashen pelican
sonic lake
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Press P on the keyboard

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See if it shows up

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Usually it needs to be higher above the floor

ashen pelican
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Pressing P only shows this thin, dark green outline you see in both pictures

sonic lake
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You may need to delete the nav mesh proxy in the world outliner and let the navmesh volume create it again

ashen pelican
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Ive deleted and recreated these two multiple times if that is what you mean. Sorry I'm new to Unreal

sonic lake
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@ashen pelicanone reason the navmesh doesn't show up is that your floor doesn't have any collisions

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can you try to make a floor out of a stretched cube from the editor and see if the navmesh appears on it?

ashen pelican
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It does, but looks the same. So maybe it is working and the problem lies elsewhere?

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These are the Collision settings for all my floors

sonic lake
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@ashen pelicanit looks strange as the outline is there but it doesn't show the green fill

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I wonder if it is just a visualization problem

ashen pelican
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Is there a way to add geometry as a NavMesh and not use the generated one by the volume?

shadow forge
shadow forge
ashen pelican
ashen pelican
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Assertion failed: IsCompleteBinding(Shader->ResourceCounts.NumCBs, BoundCBVMask) [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp] [Line: 5091]

This is the error that I get

unique plover
steep vector
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Hey guys, i'm pretty new to VR in unreal. I have a little problem with Quixel texture after packaging project in .APK for Quest 2. Close distance texture look like big pixel in circle around me, long distance one look fine. i Find out that the isssue seems to come from tilling or quixel base material, when i m using same texture but in a simple material with base color and normal the issues disappear but there is high repetition pattern and when i add MF_tiling or Texturecoordinate node the issue comeback.

Do you have any idea on how to solve this ?
have a good day.

I wish i could send you screenshot but its only happening on Quest and not in the viewport

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got it

wintry dew
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Hi everyone, I'm having an issue with the lights. The shadows aren't working correctly despite the builds. Image 1 is in "production" render and the other is in "android vulkan" preview. I don't really understand where the problem could be coming from. Note that the lights haven't been modified except for the color temperature.

rocky nexus
wintry dew
hallow knoll
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I suggest you use non-scaled static meshes with a mid/high lightmap resolution then. You can use the lightmap density optimization view mode to determine where you need to crank it up

wintry dew
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Ok i will try this! Thx 🙏

foggy osprey
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Any workarounds for "Set world to meters" node for not working in editor runtime?

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using openxr and index

knotty smelt
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@chilly pasture did you ever figure this out? trying to get niagara sprites to show up in passthrough

chilly pasture
pearl lava
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I have to ask but isn't there a premade "virtual" VR headset software, plugin or component that lets me debug without that insufferable vr preview?
Having to put the headset on every time I want to test something is driving me nuts!

jade kettle
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I remember in Unity there was a VR stand-in, but it never worked properly for me. Not to mention you couldn't test much with it wrt interactivity

pearl lava
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The problem is there are so many VR specific engine bugs.

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I just started but I already discovered that Lumen bounce lightning doesn't update fast enough inside the headset and everything in an anim blueprint that uses velocity doesn't work.

jade kettle
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Yeah, I remember testing a feature and it was working pretty well, and then my 1.95m colleague tested it and it just totally bugged out for him because of his height 😅

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What VR headset are you targetting?

pearl lava
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Oh that bug, I just eyeball it and move the player start into the floor.

jade kettle
pearl lava
jade kettle
pearl lava
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Well it was several hours tbh...

pearl lava
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Figure it needs a velocity attribute on the target which isn't there.

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Ironically the headset uses imus to implement tracking but that data isn't available to the engine.

jade kettle
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Most, if not all, headsets are quite locked down in regards to tracking

pearl lava
jade kettle
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Meta published a video if it recently, but I don't think it's been released yet

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Oh they've made the video private haha

pearl lava
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What I have found out is you can get they Quest2 to output the Video feed to the host. (It's in one of the menus)
I want to eventually use that to track ArUco Markers (There's a native plugin) and infer absolute positioning.

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So if it's possible to get some sort of reference position might help wouldn't it?

jade kettle
pearl lava
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UE5.1 has a plugin for those.

jade kettle
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Ah yes, but I'm not sure if you can get the passthrough feed to the host

dire kayak
jade kettle
dire kayak
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Unfortunately not

pearl lava
dire kayak
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The engine also crashed with this message:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

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kernel32
ntdll

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No clue what it means

pearl lava
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come on

sonic lake
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Usually you can find more information in the crash log even though without the engine debug symbols it may be difficult to interpret

dire kayak
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I'll get the debug symbols going and see what it spits out, appreciate the help 👍

sonic lake
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If useful put the log on a pastebin and share the link here

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Looks like a memory violation error but it could be due to a million different things

dire fable
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Hey team - is there a trick to get deferred rendering working on Quest2 Android with UE5.1 ?

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I make a fresh VR template project, change the rendering to deferred, and when i compile and run on the quest2 it's just a black screen

sonic lake
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@dire fableany hint in the Device Log?

jade kettle
pearl lava
# jade kettle did you check the documentation?

I think that is what I meant, no idea if and how it works though. From what I gather the Oculus PC application has very close control over the headset's features, more than what is exposed otherwise.
(Now I will uninstall the dreaded thing again)
Also since oculus headsets run a custom android perhaps it's possible to get the cameras feed via the android sdk?

wintry dew
jade kettle
pearl lava
tight elbow
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Hey everyone, I'm trying to package for Quest 2 and the game only renders on the right eye. Everything works fine, the VR-Preview in-editor works aswell, only once I package the game becomes pirate-exclusive.

I'm at a loss here, any idea om what settings might cause this?

steep vector
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hey guys, is there a way to fix the light and shadow in VR ? When packaging the game for Quest 2 everithing is flat

thanks !

tight elbow
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these are my Rendering-VR settings right now

tight elbow
# rocky nexus mobile hdr probably

Should it be turned on or off? So far I've tried packaging:

  • Everything the same, but Mobile HDR turned on
  • Everything the same, but Instanced Stereo turned off

Neither worked I'm afraid

rocky nexus
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im using this, but thats oculus fork

tight elbow
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I'm shooting in the dark here anyway, so i'll give it a shot, thanks

Edit: It worked, thanks a bunch

jade kettle
ashen nexus
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Has anyone attempted to get Mobile Depth Of Field working on Quest 2? (this is for a vision app where we're purposefully simulating different focal distances). Right now I have it working, but I can't seem to change the focal distance at all during runtime, it's like it's stuck at 0 (or 1), it IS working because the whole scene is blurry, and moving my hands right up to my face makes them more sharp, and they blur out as I move them away. I'm moving a target point between 3 actors and the length (the Distance2D) value is correct, so I know my logic is working properly. Mobile HDR is enabled, renderer set to Deferred (both required to get it to work at all).

tight elbow
jade kettle
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It's up there in my list of top timewasters, along with "Not calling a function"

thorn flare
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How do I go about properly replication the movement of a motion controller?

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i've been replicating it through the BP VR pawn but i can't do that anymore because part of the hand as to replicate

pearl lava
# ashen nexus Has anyone attempted to get Mobile Depth Of Field working on Quest 2? (this is f...

I don't think DOF is worth it in VR unless the headset you are working with has accurate eye tracking. You can make assumptions on where the user's focus is on certain scenes where there's only one obvious focal point but I still think it will be detrimental because real world eye movement is way more erratic than lets say a autofocus camera lens.
Furthermore you already get some of what you try to archive with DOF for free because of eye convergence. Everything that's not converged on will "look" out of focus regardless how it's rendered.
That said perhaps your DOF is working just that the aperture is set too high?

fresh saffron
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Hello :)
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If you have any experience with

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    *or *
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We encourage you to register for our research!

You will be reimbursed with $20 for your time
Registration should take no longer than 5 mins

Looking forward to having you ^-^

Register at : https://tinyurl.com/accessvrga

hidden orchid
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Does anyone know of a way to prevent steamvr from closing down the ueditor when it shuts down in an openxr project?

eternal pasture
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Does anyone know if it's possible to deep link to the Quest App Settings section for a specific app? I want to be able to send my users from my app directly to their permissions to toggle on/off some permissions if necessary

timid crow
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Any idea how to have a desktop menu while using VR ?

atomic drum
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🤦‍♂️ AR iOS UE5, maybe 5.2 🤷‍♂️

trail bobcat
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hey i cant find any videos on how to add player models and animations for like crouching , i have all the mechanics but cant find how to actually add the models and sync the hands to the player model

shadow forge
vital locust
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Hello, can anyone help me with this issue.
I am using UE 5.1 with the PICO Unreal 5.1 SDK.
Followed the doc up until this point.

warm lion
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I cannot get Vr mode to work in Ue5 5.1

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I've turned on the XR plugin

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I've toggled Auto entry to be true

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I've created an editor shortcut with my project as a target and added -VREditor and launched. When I enter the vr headset the editor is not visible

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I've tried hitting "Shift+V" which is the editor shortcut to turn on VR mode. Nothing happens

warm lion
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Even just a blank VR template project, and I cannot get VR mode to work. Is it just broken?

jade kettle
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Heck, I don't even know if it was even properly implemented in UE4 😛

warm lion
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I'm already halfway into migrating old code I built for manipulating actors in VR and saving it to update editor level with modifications.

silk tendon
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Maybe you need at least OculusVR or SteamVR enabled depending on your hardware even if they are deprecated.
I'm really looking forward an update of the documentations about VR in UE5.1 with OpenXR

warm lion
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I'm trying to change world to meters (Vr scale) during runtime.

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usually I'd do something like this

//Adjust world VR scale
    float tmpVRScale = GetWorld()->GetWorldSettings()->WorldToMeters;
    float tmpNewVRScale = ((L_MC->GetRelativeLocation() - R_MC->GetRelativeLocation()).Size() / tmpVRScale);
    float tmpAdjustedVRScale = VR_Scale_Edit / tmpNewVRScale;
    AWorldSettings* tmpWorldSettings = GetWorld()->GetWorldSettings();
    tmpWorldSettings->WorldToMeters *= tmpAdjustedVRScale;
    Left_MC_Coll->SetRelativeScale3D(Left_MC_Coll->GetRelativeScale3D() * tmpAdjustedVRScale);
    Right_MC_Coll->SetRelativeScale3D(Right_MC_Coll->GetRelativeScale3D() * tmpAdjustedVRScale);
    VR_Scale_Edit = tmpNewVRScale;```
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I can see that WorldToMeters is in fact scaling with the scale value I'm multiplying against it, but it is not changing in VR

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Anyone here know what I'm supposed to call to get this or should I check in the cpp channel?

manic tapir
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Game is crashing on quest and I can't figure it out. Checked logs and this is the only thing I find that might be causing it but idk what it means.

E InputDispatcher: channel 'a3e40a5 com.VRNeightborhood.VRN/com.epicgames.ue4.GameActivity (server)' ~ Channel is unrecoverably broken and will be disposed!

wheat holly
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You need the actual crash report, logs aren’t going to tell you on what it crashed.

foggy osprey
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Hi,

Can someone explain the relationship beteween haptic effects and mapping context. Im using enhanced input and openxr.
"Add mapping context" contains one input action that is binded to Index Trigger R.

Case 1:
I let blueprint play
Expected: Feedback plays every 1s.
Actual: Feedback plays once. If i push trigger (which plays automatically some haptic feedback), then i get new haptic effect from my loop once loop triggers.

Case 2:
I dont add mapping context

Expected: Feedpack plays
Actual: No feedback at all.

There seems to be some kind of input exhaustion unless something triggers one of the inputs in mapping context, for example grip axis , grip triggers or motion controller trigger. Then haptic feedbacks actually play gain.

Other stuff: It seems that its also bound to haptic feedback duration. If its longer than delay between last trigger, then it can retrigger without other inputs.

foggy osprey
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My actual use case here is to use 3d widget, and get feedback everytime i press widget button, but since i dont have to press grip or trigger between widget presses, i only get one feedback until i trigger grip or trigger somewhere again

strong cove
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Hey! What is the way of getting character shadows in native quest 2 vulkan package? I tried cascaded shadows but it only works with mobile hdr on and instanced stereo off but there are weird shading issues. Also tried modulated shadows without any luck. Should I forget any dynamic shadows? UE4.27 btw

sonic fjord
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weird, I have instanced stereo on, mobile multi-view on, and mobile HDR off, but CSMs are working fine, which I didn't expect, tbh. I am only using movable lights right now. everything else is at defaults. the CSM resolution is quite low on the quest, but I'm just glad it works and I don't have to worry too much about it.

warm lion
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I've been trying to update the world to meters scale during runtime, it was never a problem before, now that I migrated code to 5.1 I see that it is no longer working like it used to. I did some searching around and came across this post. https://forums.unrealengine.com/t/ue5-world-to-meters-scale/517313/9 Looks like many people are suggesting this is related to 'Vr Preview'. Has anyone else encountered this?

warm lion
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just tested this. It's definitely related to 'Vr Preview'. Standalone will allow world to meters to adjust vr scale

strong cove
strong cove
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Any ideas? 4.27 vulkan cant get any dynamic shadows with stationary directional light after building the lighting. Tried with the oculus engine build and the launcher one as well without any luck.

steep vector
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hello guys, i have an issue with planar reflection, the reflection is moving when i turn my head; explain in this video : https://www.youtube.com/watch?v=WspLCC6fmgA

diseabled "instanced stereo" its better but there is always a little movement when the headset is moving.

is planar reflection supported in UE5 VR ?

thanks yall !

The video demonstrates a misalignment in planar reflections when using VR. I'm wondering if anyone else is experiencing this?

▶ Play video
unique plover
# foggy osprey My actual use case here is to use 3d widget, and get feedback everytime i press ...

Are you using a Valve Index by any chance? It might be related to the issue in this forum post: https://forums.unrealengine.com/t/valve-index-and-haptic-feedback-with-openxr/509213/36

Looks like there's been some activity there in recent weeks, so maybe there's a solution.

Epic Developer Community Forums

Any updates from Epic to the haptic issue? XR development (or at least building a finished product) is impossible at the moment in 5.1 because of this. Could we have an update whether this will be fixed in 5.1.1 or do we have to wait longer?

sonic fjord
# strong cove Wow that's good to hear! Are you on 4.27 oculus build? Vulkan right?

yes.
I was working on another project in 4.25 where it was behaving weirdly and using older-style pixelated dynamic shadows, but in 4.27 it appears to be full CSM. may have been some changes in between then, as I know they've improved things for quest during that time. I remember either 4.23 or 4.24 being a complete disaster for quest and very buggy.

unfortunately, that's all I know for now and need to research more. but I'm also considering jumping ship to 5.1 once they sort out the oculus plugin for it, and not require an engine fork that's missing ASW and other features. I like 4.27 for its lower RAM requirements than 5.x but it's looking to be worth the switch with all the other improvements and features, especially as lumen/nanite are pushed into desktop/console VR.

wheat wyvern
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Hi, VR default blueprint in 5.1 / openXr is quite heavy when loaded as default GameMode... Any idea on how to make it less ressources hungry ? Or maybe another VR template ?

wheat wyvern
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Also, picture is ghosted in VR preview mode / looks unshadowed (same prject with oculus VR plugon in 4.27 runs fine in VR preview and very fine in a release.

true sandal
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I'm going to bump this. shy

sonic fjord
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Unreal still has more multiplayer infrastructure already built in, and is flexible enough to tune down to lower specs.

if you are primarily focused on mobile & web platforms, unity may still be a better choice. but unreal doesn't take a huge amount of configuration effort to bring to lower specs, even in 5.0/5.1.

The editor itself is pretty demanding compared to other engines, but the final built product is relatively on par, minus the build sizes being a bit large due to how much the engine provides you out of the box. Starting at 200mb ish builds depending on platform, but there should be effective ways to cut that down.

obsidian anchor
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Hey everyone! Looking for anyone who has experience setting up Vive Trackers in Unreal 4.27. Having a helluva time and could really use help!

gray thunder
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if anyone can help me i am making a small portfolio game in Unreal Engine 5. The game is in VR but i am having an issue with the nav mesh. It will no longer let the player teleport around the level. However if i make a new level it works just fine.

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Unfortunately i mostly only make worlds for hours at a time. While i have some experience in programming and in ui this still illudes me.

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@obsidian anchor Do you have any plugins for it? If i rememeber correctly the dinosaur ik pack was very helpful (has to be bought however). But this youtuber has a lot of content maybe he has a video to help you! https://www.youtube.com/@VRPlayground

sonic lake
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@gray thunderdo you have a navmesh in your level? If you press P does it show up as a green layer on top of your floor?

tame stream
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just stumbled upon your question... in case you haven't found out: in 5.0 you can use the meta xr plugin. the flag can be found directly in the plugin settings (project settings -> plugins -> meta xr -> mobile)

tawdry wigeon
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Um

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Heyyy

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I'm currently doing a project in vr

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And it involves the vehicle plug ins

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But I don't know how to use the rotation of the camera

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Like

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It isn't moving with the car

knotty smelt
chilly pasture
knotty smelt
junior glacier
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Has anyone ever had any issues where the material looks just fine in mono, but goes black in one eye when doing stereoscopic?

chilly pasture
gray thunder
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@sonic lake No it doesnt show up however the navmesh bounds is in the level.

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Oh and i am working in U5

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@sonic lake never mind i figured out the issue apparently the nav mesh has an issue if the origin point of the level is very far below where it once was. (moved everything up and it decided it no longer wanted to work. Thank you for the support

gray thunder
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also ill be checking out your youtube channel for tips and tricks

gray thunder
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Never mind the path now shows but i cannot teleport

gray thunder
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Instead i will use your video to do general locomotion however the issue is that the line of code (inputaxis) refuses to show in the visual scripting search.

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Do i need a specific plugin i don't currently have?

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@sonic lake

sonic lake
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@gray thunderplease don't tag me (or anyone else for that matter) multiple times, that's not polite and it is against the #rules

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Regarding your problem, if the navmesh is properly set teleportation should work as expected. If it doesn't, there is something else which needs to be fixed. Were you able to fix the navmesh or not?

floral void
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hey y'all, is there any docs about how to package a game for psvr/psvr2? I can't get to work even the vrtemplate map there :S

wheat holly
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Considering that stuff is usually under a NDA, not any public stuff to my knowledge. I can’t imagine Sony not having documentation somewhere though.

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Whether Unreal specific or not.

limpid widget
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There is docs on the devnet you can read about if you are a playstation partner, also, such things should be asked at the places you should have gotten access to when you are registered as a partner and validated as unreal dev.

floral void
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lol, the only thing I found about unreal was a thread where one asked something and they replied "go ask on unreal" T_T

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thanks anyway, at least now I know it's not just me missing on it

dreamy ivy
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Hey everyone, I'm working on a project in 5.0.3 and for some reason. Collisions aren't firing when my player overlaps them after I build the APK and launch it on my Quest 2. I've never experienced this before so it's pretty confusing. Everything is working perfectly fine and as it should be on Desktop VR.

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any ideas? Collisions are loaded, using CC'd but nothing.

sonic lake
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@dreamy ivyany hints from the device log?

dreamy ivy
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Nothing, it's like they don't exist but they are there. I can see them in the level. It's super strange.

sonic lake
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@dreamy ivyany chance the collision profiles/overlap profiles are incompatible and not triggering any event?

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Even though you state they work on desktop VR

dreamy ivy
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I'm not sure, All I'm using is a default capsule collision inside an actor BP and I'm using the HMD mesh with a collision on it to trigger the capsule. it works on desktop. I'm not sure why it would be different on mobile though.

gray thunder
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no i was unable to fix the nav mesh i compaired it to a fresh level and nothing was different.

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However that doesnt answer my programming question. the issue is that the line of code (inputaxis) refuses to show in the visual scripting search.
Do i need a specific plugin i don't currently have?

idle marten
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[Question] is anyone doing Quest hand tracking in UE5.1 ?? if so.. are you using OculusVr plugin which is deprecated or are you using OpenXr hand tracking?

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open xr hand tracking seems to be completely and totally different from how the oculus vr plugin does it.. and my team is upgrading to 5.1 for a number of reasons.. just wondering if I'm better off sticking with what I already know.. or it it's worth it to try to completely overhaul all the logic to work with open xr hand tracking instead

trail sable
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Hello, Can anyone help with optimizing my VR multiplayer Characters? I am creating a mutiplayer game for the quest 2 and with just 5 other characters on screen the CPU gets maxed out. reducing triangle count and textures have no effect.

knotty smelt
idle marten
hallow knoll
trail sable
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@idle marten It’s the cpu.

idle marten
idle marten
trail sable
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@idle marten Thats kind of what I thought but I am not sure how to narrow in to find out how long each code is taking. This is my first game so a lot of this goes over my head lol.

idle marten
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I use the old Cpu profiler

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that there's also info on youtube about.

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I'm assuming you already know how to do "stat unit", "stat unitgraph", "stat fps"

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but if not.. look up that stuff too..

idle marten
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there's a GPU profiler and a CPU profiler that there are videos on youtube about.. probably 30 minutes of your time and you'd have a decent understanding of either one

trail sable
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@idle marten This is great info thank you! 🙂 I will do some digging and learn how to use the profilers. Thanks again for your help.

light hull
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When you are bumming around testing sounds, when suddenly you find a note to have a VERY familiar sound XD

idle marten
solemn canopy
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Do i need meta vr plugin for using meta quest pro in ureal engine?

meta quest pro is not available with oculus vr?

frozen cypress
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Hey, I'm trying to get the default sample UE5.1 VR project working when migrated to a different project

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I first tried migrating it to a new, blank project and that worked fine

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However, when migrating it to my existing project, input no longer works. Pressing the buttons on the motion controllers does nothing

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The same thing happens even if I replace all the config files in my project with the ones that are default in the VR sample project

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There also does not seem to be any differences in plugins used in the two projects

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Does anyone have any idea what might be going on here? The same exact map with the same configs does not receive any input from the motion controller buttons when migrated. What possible relevant difference between the two projects could exist?

unique plover
frozen cypress
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Huh, so going the other direction did work (migrating my project to the default VR one). Even when I replaced the configs in the VR one with the ones from my own project. Very odd behavior

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Feel I have to be overlooking something in the plugin department. Only way I can make sense of this

rocky topaz
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Hello all! I have just joined because I wanted to learn ue5 for XR and would like to ask for resources or your opinion on the best way to get started, for some context I am an XR Developer but I mainly use Unity as a tool but would love to learn ue5 as well.

foggy osprey
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inside project folders and stuff. Had same stuff happen in new vrtemplate, had to delete all existing configs and redo it. Never moved those files again after that since it seems to break those somehow

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and by configs i mean those IMCs and that one file that holds all IMCs

limpid widget
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Anybody encountered an issue in 5.1 that after migrating from 4.27, running a game on quest 2 in shipping does not work, but other configurations do work?

gray thunder
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quick question does anyone know how to recenter hands for u5? Had an issue and fixed it but now the player vr hands are 5 feet to the right and 3 feet up.

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thanks in advance

sacred drift
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Hi guys, hoping someone can help. I'm in UE5.1. As of this morning, (worked fine last night) whenever I try to get my game to work in 'standalone' mode I get an error in the HMD (HTC VIVE PRO 2) 'The action manifest for 1.0.0.0 has an issue: "OpenXR".' Beneath that is says 'Filepath'. I have tried updating my drivers, updating windows, resetting the VIVE console settings, uninstalling and reinstalling UE5.1, and checking integrity of the STEAMVR files. Nothing works. I can play in the VRPreview mode, just standalone gives me the error. I cant play on any other projects either, even a fresh UE5.1 VR template. It still plays BONELABS and SkyrimVR fine. I've been going round in circles for hours and can't find much online!

silk lodge
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Does anyone have any idea about when the oculus plugin will be working with 5.1?

silk lodge
solemn canopy
#

Is there any way to set the world origin rotation?

unique plover
sacred drift
sacred drift
quiet swan
#

can I develop to oculus using and put it on the app store using unreal engine source code 4.27.2 or do I need to use the oculus source code for unreal???

prime sequoia
#

how do I remove theses permissions from my apk using 4.27?
Your manifest includes the following permissions restricted by Oculus:

  • android.permission.WRITE_EXTERNAL_STORAGE
  • android.permission.READ_EXTERNAL_STORAGE
  • android.permission.ACCESS_MEDIA_LOCATION
  • android.permission.RECORD_AUDIO
tawny halo
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After changing my unreal version from 4.26.1 to 4.27.2 my oculus quest packaged game stopped working, it loads fine, but there is no sound and the screen is all black except of my print strings, I can travel between levels and stat scenerendering shows some drawcalls etc but nothing is visible

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also http requests fail as well

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other that that the logs are looking fine

distant spoke
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5.1 GPU crashes frequently after exiting VR preview...
I'm using airlink

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Anyone has similar issues ?

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I've already followed some troubleshooting by extending the TDR.delay etc but still experiencing then

limpid widget
# tawny halo After changing my unreal version from 4.26.1 to 4.27.2 my oculus quest packaged ...

Check following:
Target SDK Version 29
arm64 binary
Have AndroidDeviceProfileSelector Plugin enabled
In .uproject remove plugins that should not be there / verify that they are in the correct state

If still encounter 3 dots or black screen:
Remove Binaries Directory in your project as it might contain old .apk
Make sure to call "Enable HMD" ... (I just added that to my character once everything is ready).

dreamy ivy
distant spoke
#

Wouldn't that disable nanite / lumen ?

idle marten
#

Is anyone playing around with the Oculus 5.1 preview source build? everything works fine until I add an XrHandComponent to my pawn.. then it crashes with an array out of bounds error

distant spoke
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guys what on earth is happening.... why is there an offset of the VR pawn where it should be zero ???

#

it's driving me crazy

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like even in the vr template theres an offset

idle marten
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did you make sure you're on the ground normal in the Quest homescreen? I have this consistent problem where when I'm not using the guardian (cause its annoying) It'll just have me be up high as fuck

distant spoke
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Not height

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It's on x and y

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Height should be ok

distant spoke
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The i hit VR preview i can see hands in the origin 0,0,0 where should also be my headset

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But the headset is actually placed forward and right on the floor....

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?

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Ah damn

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I restarted my pc and headset and it's now fine lol

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How did this happen ?

stone lark
# distant spoke How did this happen ?

If your restart fixed it then this is probably unrelated, but I was having offset issue when I had a primitive attached to one hand with blocking collision enabled accidentally, it kept offsetting my pawn (camera) position in VR Preview

distant spoke
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Yeah I was thinking that something like that could be my issue too....

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On another note, I'm trying to finely match the physical origin of the VR headset with the virtual one but I'm having issues trying to get near millimetric precision

#

Somehow I need to find out where is the physical centre of the quest, and then apt the offset to my player start.

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I saw someone managed to find by rotating the hmd in the virtual world until they found out the pivot. But I couldn't fine a way to get out of the VR pawn while in preview to see the headset actually moving from a 3rd person pov

idle marten
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[Question] I can't seem to find what it's talking about.. how do i fix this?

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something here?

distant spoke
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i'm trying to add 'reset orientation and position' in bluepriunt pawn but it crashes the engine :'('

spiral marlin
#

Where can I find the UE5 mannequin hand model?

sonic fjord
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5.1 vr template has it. it might be in 5.0's vr template as well, not sure.

severe rain
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Hey gang, I encountered a funky issue when updating my app to be compatible with Quest's guidelines. Project is on 4.23, building to min SDK 29. Using the typical ndk/sdk setup for that engine version (14b).

I've encountered a problem where I can no longer read the contents of the download folder (via LE File Manager, though it works elsewhere), i.e., "/storage/emulated/0/Download/". The feature has worked for years until an update that came out a couple weeks ago. I suspect there's some major change to scoped storage access that I'm not aware of, but I'm open to to anything. Any ideas?

severe rain
#

Ah it might relate to
android:requestLegacyExternalStorage="true"
Please hold while I test. I guess they just upgraded to 10 or above

proper salmon
#

Good evening to all, I develop on unreal engine 5 and Oculus quest 2, after many adjustments by following tutorials on the internet, I still can't display the decals in Oculus, or even my photos, everything works except that. Could you please have some information about this? I wrote to the support but I'm waiting for an answer since several days... Thanks to you

rocky nexus
#

last ive checked it was 'you dont'. quest/mobile is very limitted

proper salmon
rocky nexus
#

you can fake some decals with a plane with a texture, but it will only work on flat stuff

proper salmon
torn salmon
#

Does anyone know how to track the transform of the entire head in Live Link face or if it is even possible?

#

been stuck on this for a while

hidden crest
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Just leaving this here for the record...I finally got around to trying out 5.1 for VR and I'm seeing dealbreaking crashes and bugs similar to previous reports.
I'm on a fresh install of SteamVR, OpenXR plugin enabled, SteamVR and Oculus disabled, HTC VIVE

  • In a new project with the VR Template preset I get instant freezes on VR Preview or Standalone. Generating the following error...
    Error: Ensure condition failed: ((Result) >= 0) [File:D:\build++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD_Swapchain.cpp]

  • in a preexisting project with my own custom VR Pawn, I can preview fine in VR but I have no tracked controllers in Unreal and they don't generate any input events. They are tracking and displaying fine in SteamVR. SteamVR view displays the following error: The action manifest for 1.0.0.0 has an issue: "OpenXR"

EDIT: I gave up and ported everything back to SteamVR inputs, ignoring the new Enhanced Input system, re-enabling the SteamVR plugin etc.. Now it all works again.
I can only assume there are just a number of bugs with my combination of Unreal 5.1, SteamVR 1.24.7, OpenXR, Enhanced Input and the original VIVE (Pre).

chilly pasture
cursive hill
#

yesterday I was trying to get android studio and the android sdk set up for a project, and ran into this problem. A couple people solved this by deleting their intermediate folder, but no one really explained what the issue was in the first place.

high lion
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Hello, we are looking for 2 hours teatching vr setting and fundamental rules, cause we develope small projet on UE4.27 and we got a really poor quality and issue, if someone is expert on it lets me know and we can pay for that thanks you

knotty smelt
slate frigate
#

I have a question I have my two grip buttons mapped to the same grab action is there a way to see what button is triggering the action so i can attach an object to that hand?

#

Using C++

chilly pasture
slate frigate
#

yeah i know i could do that i was just wondering if there was a different way

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but i will do that instead

spice cedar
#

Hey there … anyone here got an idea how I can deactivate the full screen preview for my VR build’s? I somehow feel it has an huge impact on the performance. If I play in editor I’m getting better performance with the windowed screen compared to the final build with full screen preview.
Or you got any other ideas what could cause that problem?
Cheers

hallow knoll
spiral marlin
#

What is a performant way of drawing a line that may be changing length every frame?

#

This is for the VR HUD that draws a line between two symbols. Because its a VR HUD, the two symbols are two different static mesh components floating in midair 12 meters from the player lol

#

should I just have a plane and set its scale every frame or is there a more performant way?

rocky nexus
#

niagara particle works nicely for that

spiral marlin
hallow knoll
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The menu pointer trace in the VR Template is made from a Niagara Beam emitter, it's cheap

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And can be used as a reference 🙂

limpid widget
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DId anyone else encounter an issue with Widgets costing a lot of performance in 5.1? I have a menu placed in the world, which drops my fps from 72 to 36. When I remove it, it's 72+.

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Was not like this in 4.27

idle marten
#

is anyone in here using the 5.1 preview of oculus source?

high lion
silk lodge
#

when are you looking for help?

high lion
#

tomorow if youre are available, i dm you

open trail
#

Hi all!
Is anyone else having issues with read/write external storage on the Quest? It seems to be api related. If I build for api level 25 (min and target), writing to and reading from a file works perfectly. However, the Oculus store requires api 29. If I set the target api to 29 writing to a file no longer works :/ any ideas?

Thanks

gray thunder
#

wanted to ask if anyone happens to know how to set up locomotion in VR for unreal 5. Currently my makeshift version doesn't have gravity and lets you fly around the map.

open trail
high lion
#

Hello every one, some one know if webbrowser asset is available for oculus native app, cause all on the market was build for windows

steel zenith
#

who can give me a hand please? I'm desperate I want to pack a level in another project for MQ2 but it won't let me… please help

subtle raft
#

anyone experience Widget Interaction "working fine" in editor, but not in packaged (dev) in 5.1? It's hitting the widget, just isn't calling the button press

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I also have some weird interactions happening, I'm using Press Pointer Key and Release Pointer Key, but have to use a Set Focus to Game Viewport after the release or it stops registering the press until I click the window

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another thing, if I use Press and Release Key in editor it crashes after leaving PIE and doesn't work

humble crow
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hey guys does anyone here know how to make camera only follow the rotation of the headset VR, and not follow the position of the VR. so for example when i sit in real life the camera still in the same position when i stand

silk lodge
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@humble crow this effect can make people vr sick very quickly, perhaps you could find another way

brisk sun
#

Hey guys. would anyone have any idea why my head relative location (to the tracking origin) shows up correctly in my game in the VR preview, but if I build out a development or shipping build my head relative location is close to zero without moving position, putting me in the floor.

I am using the Quest 2 but also happens on the Meta Quest Pro

solemn canopy
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When i play, the pawn's hand-posable mesh is fixed at the origin. Why is this? In mutiplayer

faint tusk
#

Hello, I'm looking to do ar for clothes with UE5, do you think it's possible with the existing tech on a smartphone ? 🙂 Thanks !

radiant sundial
#

does anyone know how to detect when the steam vr overlay is open? it doesn't seem to trigger IOnlineExternalUI's OnExternalUIChangeDelegates, and i'm not sure where else to look.

icy cypress
subtle raft
#

would that make sense for it not working packaged but working in editor?

icy cypress
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Not necessarily- if you are using OpenXR and the blueprint is pulling from the deprecated system it will throw an error - check the logs

subtle raft
#

ya I checked the logs, it only showed the print that I had when activating the interaction button when I looked

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I did end up figuring out a workaround though

icy cypress
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I would check where the PlayerCobtroller is loaded

subtle raft
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I am now getting a reference to the button on widget interaction hover and using that reference to directly call the press function

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bypassing widget interaction press functions

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and that worked

icy cypress
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Yeah, sounds like OpenXR doesn’t want to fire the classic input events. Glad there’s a workaround!

I’ve spent the last week building out an OpenXR runtime remapping system for Enhanced Input which captures ChordedActions and stores them in the InputMappingContext…
With mixed results 🤣

#

I’m still debugging, but it’s getting there!

subtle raft
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I haven't touched enhanced input yet, still used to the old system but that's next on my list

candid cape
#

Has anyone managed to fix the shadow flicker with lumen in vr preview

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If not

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What are the alternatives to lumen for dynamic lighting

jade kettle
candid cape
#

Well

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What are the alternatives

jade kettle
#

Raytracing, the classic UE lighting

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https://www.youtube.com/watch?v=ZvdODtL8IBM&lc=UgyT1hFBAh95Zv9DVUF4AaABAg.9kkEuEZW3649kkFlFsq1A3 Alex here doesn;'t seem to have the shadow flicker issue but when I asked he replied "I do get it sometimes. Not sure what causes it" so yeah ¯_(ツ)_/¯

Quest uses fallback meshes instead of nanite, but it's cool the same scene can output to both platforms

download yourself here:
https://www.dropbox.com/s/v5nubirdxp9in5s/NaniteTest_WindowsVsQuest.zip?dl=0

▶ Play video
candid cape
#

Yeah

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I also tried asking a YouTuber

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And updating to 5.2

jade kettle
#

I get heavy flicker on a Vive Pro and Focus 3 running on a 3090

candid cape
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I get heavy flickering on a reverb g2 with a 4080

jade kettle
#

Alex is running I think a Quest 2 with a 4090

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When I run the demo he shared on that video I also get flickering too

candid cape
#

I should try it

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But is it an upproject

jade kettle
#

It's a built project

candid cape
#

Something I can open in ue

candid cape
jade kettle
#

actually

#

lemme check

candid cape
#

I tried a ue5 build project with lumen and nanite and I didn’t get flickering

#

It was a different one though

jade kettle
#

I know there's a built version which I ran

candid cape
#

Well anyway it’s weird

#

I tried like every possible solution

#

And for some reason it only happens with lumen set as global illumination and only in vr preview

#

Also it doesn’t happen in a built project

jade kettle
#

Yep, just a binary

#

Hmm interesting

#

Are there any diferences in FPS?

#

I have the feeling it's mainly a performance issue with a hard threshold

candid cape
#

I don’t think

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I tried turning the scalability settings down

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And decreasing the reflection capture resolution for lumen

#

But the flickering got worse

jade kettle
#

lol

candid cape
#

But let’s say I wanted to use ray tracing

#

In vr

#

How would I enable it

jade kettle
#

i don't know it off the top of my head

#

same place where you activate lumen I think, just selectc raytracing if I'm not mistaken

candid cape
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There is only a standalone ray tracing depricated option

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I’m guessing that’s ray tracing

humble crow
#

Hi guys,
How can I make the avatar's hands have the same length as the player's hands?
When I stretch my hand in real life, it seems that the motion controller is no longer in place with my hand because my hand is longer than the avatar's hand.

#

im using Inverse Kinematic to animate the hand to follow the motion controller location

outer flicker
#

Is there an XR node to detect the quest's seated or standing mode?

outer flicker
#

This, seems to be the only way I've found so far:

zenith bough
#

i have no idea whats happening, but this is happening on my unreal engine 5.1 project. I created a blank game project, brought a bunch of assets from quixel bridge with nanite quality, made the scene, imported the vr project files from unreal, changed the game mode and added the vr pawn

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i am on a 3080ti with a r7 3700x 32gb ram, so it probably inst a performance problem, scalability on medium except for GI on high, all textures are 8k, but i used the bulk edit to lower the max res to 4k

pearl wind
#

Hi there, I was trying to add height based collision(ie when you move up irl ur charters hitbox moves up as well). While doing so somehow when i tilt my headset forward i start moving forwad, and vice versa. I have an attached vid of my code and me showing what happens. (btw i was trying to follow this vid https://www.youtube.com/watch?v=hxgx53ZoO7Q)
(this is the vid of the code https://youtu.be/LPc4C1SO8HU)
fixed

Restricting player access can be a challenge in VR, largely due to the fact the people are able to move much more freely than they would in your typical flat screen game. This can allow for players to see what is coming up beyond that locked door, or teleporting through walls, if left unchecked. In this tutorial I will show you a simple collisio...

▶ Play video
jade kettle
zenith bough
#

did you find a solution?

ashen pelican
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Hello, is there an issue with vr teleportation and landscapes? When I create a new level with just simple shapes as floor the teleportation works fine. When I use a landscape (navmesh looks good) the teleport ray goes right through and the reticle doesnt show.

candid cape
solemn canopy
#

Another client's hand is visible at my level origin. It is fixed and not moving. Why is that? How can I get rid of it? I unchecked the replicate option in pawn. but same result..

rocky nexus
#

You may be haunted

wheat holly
#

I answered in #multiplayer but didn't get a response any more after my answer 🤷‍♀️

ember raptor
#

Hello! I'm trying to change the scale of the world using Set World to Meters Scale node. But it seems it has no effect.. I'm using UE5. Is it broken?

#

Or maybe I should call something extra? Or maybe on event tick?

unique plover
bright palm
#

Hey guys, I am very new to VR developing. We already have a game its now on beta status but we wanted to have vr support in it. I already watched a video for performance etc. and got it around 60 fps on low. Is it possible to get even more fps? We are using ue5.1. Do we miss some settings for more Performance? Would be nice if you have a link or tipps!

jade kettle
#

Does OpenXR have any hand gesture recognition (definitions) built-in?

zenith bough
jade kettle
#

VR + Lumen/Nanite is still very early stage. UE5.1 is the very first version where it basically doesn't crash if you even think about doing it. There's still a considerable amount of issues such as the flickering

raw sapphire
#

Hi, I am new to unreal and trying to build my first game so was wondering is there a way to make use of the third person model and animation and control it using vr?

silk lodge
#

@raw sapphire yes! It's a big open ended question which you'll have to figure out yourself, but it's going to be a fun learning adventure. The most important thing is to learn how to learn. Find out what works best for you, and do lots of tiny experiments as you work your way up to making the game you've always wanted to make.

raw sapphire
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Thank you @silk lodge I am still experimenting lots of stuff in unreal and it’s really fun and amazing how much it can do.

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If I happen to learn something I will share it here as well 😊

quick dirge
# jade kettle Does OpenXR have any hand gesture recognition (definitions) built-in?

Not exactly an answer, but Varjo's Leap Motion integration is using UE's XRMotionControllerData0. But it doesn't include any gesture recognition, it's just joints location.

Also, it's not uncommon for standards to come as a single document, as it has the benefit of ensuring that every part of the standard is in there, and you're not missing something lost somewhere else.

old quartz
#

Hi , anybody have an idea on how to migrate the vr pawn into an fps project on ue5 ?

jade kettle
#

And thanks, I guess it's up to me to findo r create an implementation for that then

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I was wondering if there was a basic "Hand open" "Hand closed" gesture recognition

summer geode
jade kettle
#

So who knows what features, fixes or updates are planned for VR.

#

If any

hallow knoll
#

It's never recommended to use Experimental features in production, and Nanite/Lumen for XR is not leaving experimental in 5.2 (but it has been improved!)

daring pasture
summer geode
wooden chasm
#

I see that android vr is still a thing in unreal, have you seen some standalone technical demo or something? I'm worried that i have achieved the "best" looking graphics available 😕

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i'm looking for something with unreal, android vr device standalone (oculus, pico) and be like "woooooa".

Mobile hdr breaks the performance and vulkan sometimes crash and its not good loking with lights

rocky nexus
#

Dark Matter 1&2 are probably two of best looking games. Limitted scope helps

jade kettle
# summer geode Production is a big word for my projects that end up shelved 😅 however I do sel...

I think that's best. Nanite can switch to a lower LOD fallback mesh if it detects the system is incapable of handling it. https://www.youtube.com/watch?v=ZvdODtL8IBM&t=1s

Quest uses fallback meshes instead of nanite, but it's cool the same scene can output to both platforms

download yourself here:
https://www.dropbox.com/s/v5nubirdxp9in5s/NaniteTest_WindowsVsQuest.zip?dl=0

▶ Play video
#

You could of course sell High Quality meshes and VR-Ready meshes separately for some extra buck

royal thorn
#

I have converted lat and long to unreal engine coordinates. Now how can I convert these coordinates to holographic tables for hololens 2.

#

Any help will be appreciated

humble crow
#

hey guys does anyone know here how to make 3d widget menu for VR user? i already created an actor that has user widget on component and follow the camera vr rotation and position, but it placed in the same world so the menu sometimes can be blocked by other 3d object world.

royal thorn
humble crow
#

i only have UE5.0 is that ok?

#

@royal thorn

royal thorn
#

You can check in VR Template folder

#

There is already a widget created

zenith bough
#

the boring problem is that i dont know unreal and never managed to learn it

rocky nexus
#

good opportunity to level up a bit

zenith bough
#

:(

jade kettle
zenith bough
#

hmmmm

#

but theres a line in between it not working and working

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ill try later today with my own meshes, im probably gonna guess it was a issue with quixel bridge assets

jade kettle
#

Good idea!

rocky nexus
#

plenty of free stuff on youtube. trying to use cutting edge features when you dont know the basics will be quite tricky

zenith bough
#

since i imported them in nanite quality, im guessign they came with pre configured nanite settings from a old version, problem is, i dont have custom models to make a cool scene so, ill have to spend way more time than i would like to

jade kettle
#

I think you can import them at a different quality level

rocky nexus
#

make a box in blender and see if it works

jade kettle
#

And then convert them to nanite

zenith bough
#

yeah

rocky nexus
#

fix one issue at a time

zenith bough
#

it works

#

that i know it works

#

the default vr scene there works, but it is a raytrace based one so....

jade kettle
#

(Even with the meshes converted to Nanite?)

zenith bough
#

ill have to try

#

sadly im not at my main pc with the vr to test, ill be doing some things today and try my best to make it work

jade kettle
#

I've probably tried that before but I can't remember my results

zenith bough
#

i only have 2 hours a day to do these testing shit

#

:(

radiant sundial
#

not sure if this is the right channel, but has anyone implemented oculus sub system to get friends list with ue? i've made sure my app's data use includes the 'friends' platform feature in meta's developer console, but i'm still getting 0 friends from the IOnlineFriends interface callback. any pointers on where things might be going wrong?

#

nvm, i think i just discovered my problem.

jade kettle
#

Sorry low hanging fruit

real needle
#

Question, I enabled Lumen in a VR project. Only a directional light present but I get black artifacts on the floor. Any ideas where I should look to fix that?

wooden chasm
#

i dont know if it is supported yet lumen for vr in 5.1

real needle
#

@wooden chasmI saw people on YT mess around with it and I reallyw anted to get it working for my project 😛

wooden chasm
#

yep, i saw it too. Maybe you should check source repo in github or just keep trying configs until something works xD @real needle

real needle
#

@wooden chasmwill do. It seems better if I'm in a closed room. So i'll try some things out. I'm new at this so its a bit daunting knowing where to start

rocky nexus
#

starting with just added half baked feature will be quite fun

real needle
#

@rocky nexus most definetly 😂

south bone
#

hey, anyone know how you would go about being able to launch a packaged game in either vr or non vr? i have a driving game and have implemented both but struggling to get the exe to launch in vr

jade kettle
#

I'm trying to implement handtracking from my Vive Focus 3 into UE4 with the VRExpansionPlugin and one of the issues I'm encountering is a positional offset between my MotionController and my hand, as seen in the attached video

#

(ignore my horrible hand)

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Note the sphere in the wrists of the hands. I attached that as a child to the MotionController components in my pawn

#

The hand made of the purple debug lines is what's coming in via the OpenXRHandTracking plugin and corresponds to the position of my actual hands

#

ah im an idiot i think i might have it

eternal pasture
#

Does anyone know if it's possible to request microphone permissions on Quest without doing so on app launch but instead doing it later when it's actually needed? I've only been able to get this blueprint working if the permissions are also requested on launch

broken barn
#

Hello everyone, I need to create a VR presentation were the user needs to interact with object such Light booms or flexible TV arms (Surgical room). I have tested with the default grabbing objects template for U5, but I am not sure how to grab one part of the object and the rest follow by hierarchy. Lets say you have a regular human harm, and you shake the hand but the rest of the arm also moves accordingly with limitations and dampen. IF anyone could point me in to reading something similar I would appreciate. Thank you

umbral prairie
#

Hi I am create AR project install APK in Android device but show only black screen any one give solution. I am tried engine version 4.27 and 5.1 disabled in HDR and Vulkan but I am not find solution

bright palm
#

Hey!

I have now implemented some things regarding the movement. The hands and the head fit, only I have a few problems, would be cool if you maybe have a solution to this:

  1. the head turns not so perfect, so sometimes when i look right left i look inside the face.
  2. how do I turn the body after the hands? I think "normal" in VR is that the head does not turn the body, but the body turns when (both?) hands have turned together. And then how do I check if the player actually didn't turn but just wanted to pick up something with both hands on his right side?
#

(Its a Metahuman, a full body mesh)

gritty yew
#

This might be dumb but, what is thumb pinch? I get the other 4( index middle etc etc.), but you use thumb to pinch. So what is the gesture for just " oculus hand thumb pinch (r/l)"?
Edit: never mind. It seems to work similar to, or same as index pinch.

worldly peak
#

Is it ok to use the Character class as player instead of Pawn which is mostly recommended for VR projects. Im just learning about networking and replicating pawn movement/position and making physics to it will hard. Or do you know a way to replicate it and add physics with C++

jovial grove
#

You're gonna have to make it translucent, rather than modulate, unless you modify your engine a bit
Other than that, scene depth works fine without mobile HDR, though it only lets you sample it at pixel world position, sampling it at any other UV didnt work for me in 4.27 😦

jaunty yew
#

How do you develop for the PSVR? is it only exclusive studios get access to the PSVR SDK?

rocky nexus
#

you sign paperwork and ask/pay for one most likely, same for regular console dev

silk lodge
silk lodge
broken barn
silk lodge
broken barn
silk lodge
#

glhf!

sonic lake
#

@broken barnlooks also like something you could pull off using an Animation Rig applied to the skeletal mesh representing those arms

broken barn
#

Well this is disappointing, I been reading two ways to do this, one is with the Animation rig and other is with Physics constrains. But I notices a very bad performance with Unreal 5. I tested same project in Unreal 4.27 and is ways faster, anyone has this issue?

#

I am talking VR frame rate performance, I have a Razer laptop with Quadro 5000, using Oculus Quest 2 connected by cable

jaunty yew
#

How do you develop for the PSVR? is it only exclusive studios get access to the PSVR SDK?

limpid widget
feral smelt
#

hi all, any recommendation how to make voice chat feature for oculus quest 2?

sonic lake
real needle
#

did anyone get oculus lip sync work on quest 2 ue5?

sage gulch
#

some interesting fixes in 5.1 and 5.1.1

charred snow
#

Hello, Is there any one know how to use Valve index hand tracking to animate avatar hands in a real time using OpenXR in UE5?

jade kettle
#

It's a bit complicated though

trail shale
#

I've used Steam VR for years - built a new rig and apparantely it Steam VR does not like having so many monitors - if I disconnect some of them and reset the headset, then this error goes away - I can even replug the monitors and use everything like normal - anyone else encounter this before?

#

running on a 3090, which has 5 video ports - I've played with moving the VR headset to a different display port (valve index) but it doesn't seem to make a obvious difference, unless I am missing something

fleet agate
#

Hey everyone! Does anyone work with VR? I'm a newbie with UE5 but I've created a small VR world that I want to put onto my Oculus Quest 2, my laptop keeps crashing and it doesn't seem to transfer over very well. I've got loads of questions about the best way to get this on my Quest so it can be used. It doesn't have any blueprints for gaming etc, it's just an environment with sound that you can walk around. If anyone does know about this kind of stuff, I'd really appreciate some help- even willing to pay for an hour of mentoring so I can get this up and running!

#

I'm a uni student and doing what is seen as the unknown in my university, so I can't get any help and I'm following loaaads of tutorials but seemingly things aren't working as they should

radiant wind
#

You could try switching SteamVR to the beta branch, in case it's fixed in a later version

trail shale
# radiant wind How many monitors do you have?

It's a lot, beta is a good idea - I'm using a 3440 x 1440 as primary, a 1920x 1080 as portrait,, a 4K TV as a reference monitor,

I'm also using onboard video to drive a 515x1920 sensor panel (hyte y60 build) , and a 1920 x 1080 portable folding monitor that I use for discord (sits below primary monitor 0

#

I get, it's a lot of monitors, so it would be my first guess, but I hadn't found a hard "steam vr can't initialize with these monitors present" - worst case - still I'd love to know more about this

trail shale
#

3090 TI, Asus Strix

#

It's got 5 friggen ports, (2 hdmi, 3 gpu)

#

I think I've tried 2/3 of the ports for the headset, I'll try again when I'm home and see if there's a magic combination

radiant wind
#

Ah

#

That's why

#

The GPU is capable of 4 ports simultaneously

#

It has 5 ports for flexibility, but you can only use 4 at the same time.

#

Do you have a CPU with an iGPU? Perhaps you can plug one of your displays into that?

trail shale
jade kettle
#

For smaller deployments and usecases like this, I've used PlayCanvas which uses WebXR and works reasonably well

#

When all is set-up, all you need to do is point your Oculus Quest webbrowser to a URL and you've got your project running on the Quest

#

I also have friends who have used Mozilla Hubs but I don't have experience with that

broken barn
# fleet agate Hey everyone! Does anyone work with VR? I'm a newbie with UE5 but I've created a...

on the Epic-Unreal website, there are several VR tutorials. many others online. Now one thing you need to consider is, that Oculus Quest 2 or any other mobile VR, need a very optimized game/app. There are not many tutorials that talk about this, but when you start unreal 5 with a VR template you need to choose Mobile option. otherwise the headset won't be able to play your game. You also have the option to tethering the desktop version in to your Headset, using the computer to calculate your scene, this works pretty good, wired, for wireless you need a strong Wifi connection. Having said all that, I been finding that overall Unreal 5 is more heavy for VR than Unreal 4 was. Maybe I am missing something but I find myself going back to Unreal 4 to develop VRs. YMWV

charred snow
thorn flare
#

As of now, how would I go about replicating VR throwing?

#

What's the best way to handle it? Fine on server but on client it just falls right down

woeful night
#

Is there a good tutorial/course for starting to build a VR project from scratch? For my purposes, I cannot use the VR template provided by default and would have to build the systems from 0 (the why is, I've been having shadow releated issues with trying to make the settings in the VR template raytraced enabled).

I've been trying for a while to find something good, but all the tutorials either have something outdated about them that I find about only later or they assume you are running the template.

Thank you in advance for the help

#

Honestly, I'd just need a basic smooth locomotion system in set, basic menu and level selector and maybe an upper body IK, but that's probably not even necessery. Trying to build a VR UE5 stress test demo

#

this is what I have so far btw: this will be the "starting area", which is a platform inside a perfectly reflective cube with 10 bounces raytracing (using the deprecated method because lumen still can't do mirror-on-mirror reflections)

#

(ignore the directional light, forgot to remove it)

#

Might put more bounces, depending if at build it can actually run it without dying too much: not too worried about performance because this won't even run on GPUs that don't have raytracing support, but still at least some resemblance of performance is still needed

#

P.S: I did install the VRExpansion plugin, but not quite sure how it works

jade kettle
turbid hazel
#

Hey! I’m doing a project in UE5 for my job but somehow can’t get hand tracking to work at all. I’m limited to only using quest 1 and 2 headsets and can’t really find a good tutorial online. I’ve been trying to enable hand tracking on the VRTemp but can’t see anything- i did controllers and that seemed to work fine. Any suggestions or help how to start? Thanks 🙏

jovial grove
#

Yo, does anyone know if its possible to have distance fields in mobile LDR?

tired tree
#

@charred snow finger curls aren't part of openXR, those were a steamvr concept. However the vre openXR hand tracking component does estimate curls from the fingers relative to their parent bones.

#

its a bit rough since different hand tracking implementations have different end / starting poses so the values have to be a bit fuzzy

solemn blaze
#

Hey, I need some help with a VR game. I want to make a build of it on my oculus quest (original), but I cant make it work. I cant get the SetupAndroid.bat to work. I'm using U5.1

thorn flare
#

what did they mean here?

idle osprey
thorn flare
#

I dunno what he means by sync on client and server

idle osprey
broken barn
#

I am really lost here, so I have this simple arm rig

#

and created a blue print and inserted that righ and skeletal mesh

#

but now I can't wrap my head around to make it move with the VR control. I am using the basic template that comes with a blueprint to move objects, they just need to be movable

#

I am guessing I would need to add a box dummy that is movable but then how to pass the location of that box to the rig???

#

I would need like a look at? or get the location in to the control rig, but I don't see how to pass that info

light seal
#

Does anyone know of any actual good VR tutorials and courses for UE? Everything online covers the exact same content, working straight out of old VR Templates with half-assed or clickbait content

#

I'm not a beginner to UE, so anything that avoids babying of basic engine stuff would be optimal

light seal
#
Epic Developer Community Forums

Setting up Android. Doing all the necessary steps like I always do. But now SetupAndroid.bat has this ERROR Android Studio Path: C:\Program Files\Android\Android Studio Android Studio SDK Path: C:\Users[Username]\AppData\Local\Android\Sdk Using sdkmanager: C:\Users[Username]\AppData\Local\Android\Sdk\cmdline-tools\latest\bin\sdkmanager.bat E...

lapis fractal
#

I'm new to VR game and will start a new VR project. After some test UE5.1 VR example project works well in Quest 2(packaging the project to apk and upload) and the FPS is stable. I google someone say UE4 is more stable but I just want to launch my project on top of UE5. Anyone knows if UE5.1 is production ready for develop Mobile VR? Any critical bugs or feature missing plz.

limpid widget
#

but overall it is usable

silk lodge
bronze yoke
#

Has anyone got stereoscopic rendering to work with a 3d tv and active shutter glasses?

feral smelt
#

I'd like to ask,
has anyone ever used vlc for development on oculus 2 ? (opens .m3u8)
I have it installed and running in the editor normally. however when inserting it into the oculus the sound disappears

keen gale
#

If starting a new Meta Quest 2 standalone project (not linked up to PC) which version of Unreal currently works best? I noticed OculusVR has been deprecated by OpenXR

I'm currently doing non-vr and VR (Vive) projects in UE 4 (4.26 and 4.27) and just wondering should we stick with that or go with UE 5.1 for Meta Quest 2 standalone project.

mighty carbon
#

Depends

#

I guess regardless, 4.27.2 Meta's fork is still the best for Q2 standalone

silk lodge
#

Also, if you have any luck, lmk, I'm interested in it. I also think unreal 5.1 has a fake VR mode that does SBS in the view port

silk lodge
#

@bronze yoke I tested out the -emulatestereo mode in standalone. Not sure if it is intended for release or just vr debugging, but it was a non stretched sbs view which may be a problem.

woven dragon
#

Has anyone tried VR in the new 5.2 branch? I'm trying to start a blank, new VR sample project and when I try to preview I get a popup that says "The OpenXR runtime requires switching to a different GPU adapter, this requires an editor restart". I have 2 adapters, the 4090 that I'm using, and a dormant 3090. It makes no sense. I say OK and let it restart and it does the same thing. If I say Cancel it launches the preview window but doesn't track VR or go to the headset. I tried with SteamVR and it works other than no input controls. I'm using a Vive Pro, Valve knuckles. Completely fresh install of SteamVR 1.24.7 and Vive 2.0.22.6a. Fresh off of a restart as well.

rocky condor
#

Hi all, question about VR Quest dev + Settings>Rendering> Default Settings / Anti-Aliasing Method : Temporal Super-Resolution (TSR)

I was under the impression Quest dev's should be using MSAA. I see it set for the mobile aa method. As long as the mobile is set, does the default setting below that not matter? For the Oculus engine template they have the default set to TSR and I wasn't sure if this needs to be changed or if it really doesn't matter since it's only reading the mobile setting on the Quest.

gray thunder
#

having an issue in my vr game. The teleport movement is acting up. For some reason the teleport ring is only appearing at the world origin.

rocky condor
gray thunder
#

are there any actions i am supposed to do on it?

#

i made the current test level using the vr template but then this happened after many hours of work.

gray thunder
rocky condor
#

create a nav mesh volume. you can press "P" to see if its there, will light up green.

jade kettle
#

I'm following this tutorial from Vive to implement a rigged hand animated by OpenXRHandTracking. I followed it as best I am aware but my hand is horribly twisted

#

Ahh I found it, the given rotation offset valies wren't correct

plain apex
#

im about to lose my sanity, can someone please explain wth is going on with vrpn and steam vr, seems like every 3rd or 4th time i press play my engine just hangs and doesnt respond for 10+ minutes forcing me to end task and reopen the engine, just to see if something in my Blueprints is working, it doesnt look like there is a memory leak and ive waited around for it to go into PIE mode, but nothing, its driving me insane

jade kettle
#

What's VRPN?

plain apex
#

Ive been using it to have all my steam vr data and some other things on one master pc that's fairly beefy that all gets sent to a render pc

jade kettle
#

Hmm, interesting, I haven't heard of it before

#

So basically, you track on one computer, and you render on the other

plain apex
#

From what I can tell I'm not doing anything wrong with blueprints, the only thing that might be causing it is redundant code, I have a few actors that are setting live link presets, when realistically only one needs to

#

Yea, at least that's how it seems to work LOL

#

I don't even open steamvr on my render node because it takes all the data over the network

jade kettle
#

Oh, it sends it to SteamVR?

plain apex
#

Nono, It simply gets the data from steamvr, I have the HTC vive trackers connected and it gets the address of those trackers, I take the address, plug it into live link, instead of using live link xr, and put in the IP and port, tracker address and it runs

jade kettle
#

Have you tried checkign your logs?

#

I've had a minor issue before that just clogged up my system because it was writing so many errors to my log

plain apex
#

I thought the logs were cleared when the engine closes?

#

Cuz when I have that issue the engine literally just hangs, I can't esc out of play mode or anything

#

I have to force close it

jade kettle
#

Nope they keep on writing

#

They're in ProjectName/Saved/Logs

plain apex
#

Oh, very good to know

jade kettle
#

Everytime you launch a project it creates a new log, but it keeps a copy of the previous three sessions or something

plain apex
#

Oh sick

jade kettle
#

Yeah, sometimes it looks like the editor is stuck but if you keep an eye on the logs you can see it's doing something

plain apex
#

Been working in UE for year and a half and never knew that

#

Feel like that should be step 1 of troubleshooting LOL

jade kettle
#

It is for me haha

plain apex
#

The little things that no one mentions

jade kettle
#

Not that it'll always point you in the right direction though, but it's a nice trick

plain apex
#

Right, I had a error a while ago with grooms and none of the error code made sense for the engine crashing but there was a like fhair cluster or something, go in, delete my groom binding, bang, fixed, annoying stuff like that is normally in the logs

jade kettle
#

Oh, hair grooms and VR

#

That just flatout doesn't work as far as I know. Like immediate hard crash

#

And that one doesn't leave a breadcrumb trail behind

plain apex
#

It's working for me so far, on a skele mesh, the problem for me was just the groom binding

#

I have to remake that particular asset every time I wanna use it, otherwise the engine just doesn't even load

#

Granted I haven't added animations to the skele mesh yet, but I've been in vr and can look at the groom so idk

tulip oriole
#

I'm trying to package my project on UE4.27 for the oculus quest so I selecting package>android and everything starts working fine but then I run into the error Exception java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7 [in thread "Daemon worker"]. I've just changed my android SDK and NDK downloads since I needed to roll back to an older version for it to be supported so I don't know if that has anything to do with it

sly elk
silk lodge
#

@sly elk that looks really fun!

real needle
#

do I have to plug in a VR device to get the controller inputs, or am I missing an option to tick or enable?
plz help

coral swallow
#

hey guys! running into a kind of unusual problem. Im testing adding physics constraints to my grip logic and have managed to sucessfully setup a system that works, but only when running though steam vr. If its running through Oculus or OpenXr & oculus it just wont work. Which is strange because the components dont actually directly use any vr component and the ones that are attached to them still follow no matter what plugin is being used. Has anyone run into this kind of issue or could think of a solution?

sturdy coral
sturdy coral
#

you don't see it with 5.1?

sturdy coral
#

They changed a bunch of code there that probably introduced a bug

woeful glacier
#

hi there, i got this error when trying to package the game

rocky condor
real needle
turbid hazel
#

hey does anybody know how to mirror hands? i was hoping to use my right hand only for tracking both hands in vr

golden coral
#

Hi, I'm just starting out on learning Vr in 5.1 and I was wondering if anyone has any good learning resources to help me get started, my overall goal is just to create an environment I made in Cinema 4D into a Vr map in Unreal.

hard relic
#

Any way to smooth a bit the VR helmet? Like a Dynamic Average Weight?
I'd like to remove the helmet small jittering when doing a video recording.
Any idea?

woven dragon
#

I cannot make it break in debug for some reason

#

The change was last month

sturdy coral
woven dragon
#

I can get it running with SteamVR but not OpenXR

#

and the controls don't work since they changed the inputs

jovial hamlet
hard relic
jovial hamlet
hard relic
spring jolt
#

Hi all, I am looking for some help.
I am trying to find a way to view (none 360) 3d movies with my vr headset using the unreal media player. I saw a similar feature in bigscreen vr among other applications and was wondering, if this is possible and what i would need to create this in unreal engine as well. Since the vr headset is already doing stereo rendering it should be natural when you are able to split the 2 images in the movie for each eye. I would appreciate any info/help on this topic.
Thanks in advance.

swift forge
#

Hello everyone. I hope you're doing well 😉.
I need some help with Unreal engine 5. I'm trying to force VR Pawn to move on some moving platform but have a problem that navigation mesh does not work over it, only on static. Platform is moving but navigation mesh is not. I'll be really appreciated for help

jade kettle
turbid hazel
#

how do u spawn objects or like trigger them to appear if hidden?

worthy aurora
#

I have a question about replication in the VR. We're using motion controller left and right on which are attached static meshes as hands, it's working normally if player is server but server can't see client moving its hands nor head around. I set MotionControllers to replicate but still nothing. What I should do to replicate hands movement in the VR?
Thanks

dim imp
#

Has anyone tried DLSS for UE4 VR and had good results?

hidden crest
dim imp
#

thanks!

hidden crest
# swift forge Hello everyone. I hope you're doing well 😉. I need some help with Unreal engine...

I would search for tutorials on YouTube for creating your own VR pawn based on the "character" class instead of the built-in VR Pawn.
You also want to look into setting up teleport to check against static meshes with collision instead of the NavMesh.
I would also consider implementing "sliding locomotion" but this can make some users sick and is a little tricky to set up.

It's all somewhat involved but I think it's worth the time. The included VR Pawn is useful to just look at the code and input setup but I think it's a strange approach for a "default" VR Pawn. It doesn't allow for navigation in a dynamic environment (moving platforms?) which to me is the whole point of VR. This consistently confuses and baffles my students, year after year...

swift forge
silk lodge
hallow marlin
#

anyone know of any good websites to upload a high poly model to and get an AR qr code

silk lodge
#

can you do it on your own hosting?

jade kettle
languid rose
languid rose
#

my workaround so far: just try every button and get hovered xDDD

#

but i've found that I have a combo box 💀

subtle raft
#

I ended up just on hover setting a reference to what button was hovered and then on "click" use that reference to call a pressed event

languid rose
#

how do I cast from that 🙉

subtle raft
#

nah not like that, hold on I gotta remember where I had all this stuff

#

in the button widget class I have this interface call to the owning player pawn

#

and I'm storing that reference like this and also nulling the reference when unhovered

#

if you have multiple classes of widgets this won't work for you

#

but I only have one class of button so it worked out for me

#

well you could make it work if all your interactive widgets were the same base class

#

but on "click" I call pressed which is a custom dispatcher

#

this was a rush panic fix btw

languid rose
subtle raft
#

but does that make sense?

#

it's really simple actually

languid rose
#

could you show me an event dispatcher tab?

#

I wish I stayed with good ol' 4.27.2 😅

subtle raft
#

on the widget button class I just made a dispatcher like this... and I use this to run what should happen when pressed on each button

#

essentially only using WidgetInteraction to hover things and get button reference, the click is done through this dispatcher

languid rose
#

Thanks for your help, i really appreciate it 😊

#

I guess that i have to try it out. Have a great day

solemn trail
#

Howdy. Looked all over the internet, with no luck so figured someone here might be able to help.

I'm working on building an app in UE 5.1 to the quest 2 for a research study I'm involved in. The app was buildable to the device using the launch feature in the engine, but suddenly decided that it would pause indefinitely on "Connecting to File Server [USB]" part. I've double checked dev mode is enabled for the computer (verified by installing an apk with side quest).

Can't figure it out why it's hanging for the life of me since it doesn't give any console output to go off of. I know it's a long shot, but if anyone's seen something like that, I would be eternally thankful for any insight!

solemn trail
jade kettle
#

I really wish HMD manufacturers would provide a developer or research mode for their headsets

#

Without all of the handholding

worthy aurora
trail pagoda
#

hi guys, probably very easy question. im using the vr template and somehow when i press play i dont spawn into the player and also not into the spectator camera but in a camera far away that doesnt exist :S any leads?

#

omg never mind, I accidentally put a sequencer in my level that would override it.... hope someone can use my mistake as a quick fix 🙂

jade kettle
#

I think that's the fourth time I've seen that issue and solution pop up haha

silk lodge
#

@worthy aurora

#

here is a full networked replicated motion controller pawn setup. It might not be perfect, and other folks here may have more insight, but it works pretty well

#

the way I get locally controlled on event tick could probably be setup better

languid rose
#

If anyone still has a problem with widget interaction component :
https://issues.unrealengine.com/issue/UE-166377
caused by this commit:
https://github.com/EpicGames/UnrealEngine/commit/dad870090760393fc04848f3a680ea121a126069
It was hotfixed in 5.1.1 so you can just get updated release version from epic store and it works like a charm (at least for me) with old-style "on button clicked"
Proper fix will be provided in 5.2 (probably march)

@subtle raft

Unreal Engine

Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

worthy aurora
silk lodge
#

also note that you may want to make a desktop client to test with your vr client so you don't have to wear two vr headsets at once

jade kettle
# silk lodge also note that you may want to make a desktop client to test with your vr client...

In ancient Roman religion and myth, Janus ( JAY-nəs; Latin: Ianvs [ˈi̯aːnʊs]) is the god of beginnings, gates, transitions, time, duality, doorways, passages, frames, and endings. He is usually depicted as having two faces. The month of January is named for Janus (Ianuarius). According to ancient Roman farmers' almanacs, Juno was mistaken as the...

reef willow
#

super hyped for this.

#

The Dev image is structured differently from those before it
ghcr.io/epicgames/pixel-streaming-signalling-server:dev

jade kettle
abstract forum
#

Thanks for the tip

hollow viper
#

OpenXR failed to load because module OpenXRHMD could not be found.. trying to launch a fresh VR template on windows gives me this error. What is it ?

rocky condor
#

[Question] what default RHI is recommended for standalone dev (quest)? I was just using DirectX11 but there is a Vulkan option. I ask because I enabled Vulkan Preview Rendering and it seemed to cause an error: "Family requires Mobile Multi-View, but it is not supported by the RHI and no fallback is available."

stone cargo
silk lodge
#

Curious about FFR on quest 2 in unreal 5.1 Meta has a branch / plugin. Epic has settings for it in the render settings. It worked great in 4.27, but I've not been able to get it working in 5.1.1

stone cargo
copper zenith
silk lodge
#

defvrss

#

@hallow knoll I've used -emulatestereo in the editor - can you ship a game with that feature and play it on a 3D projector?

hallow knoll
#

Maybe? If the projector can read the exact SBS format that Unreal displays 🤔

chilly pasture
#

Anyone here upgraded there project from ue4 to ue5 5.1 , Project is for Quest 2 and i am seeing lots of FPS drops and widget animations not working, some widget not working correctly.
Any tips, where to look for the problem. Thanks

rocky condor
#

Pointers: Spline with Material vs Niagara System

I keep going back on forth with this one.
What do other people think about this choice? preferences? I'm using a spline, but perhaps I'm not thinking about all the cool stuff a particle pointer allows?? I see the vr template uses a NS_Laser

stone cargo
rocky condor
#

are you doing anything cool with the pointer VFX ?

stone cargo
rocky condor
#

yeah, that was my feeling as well. I implemented both and then wasn't doing anything particularly cool so just default to the spline for guessed-at performance benefits.

stone cargo
#

If I'm not wrong, Niagara use instance mesh which is quite efficient...

rocky condor
#

perhaps i'll switch back for the potential of future updates.. I just asked ChatGPT for some interesting Niagara particle beam pointer ideas and it suggested a handful of pretty cool effects..

stone cargo
#

That a good idea to try chatGPT for that...

worn lantern
# abstract forum Oh neat

Yeah, uses WebXR to obtain device and controller pose + input and sends it back to the UE application

stone cargo
#

By the way, if you want to see how killer are instance mesh, I did a quick video about it https://youtu.be/u1sHJraQrN8

In this video, I challenge myself to see if Unreal Engine can meet Unity to handle the Physic body for Quest 2 VR. Check out the result and let me know what you think?

Christian Drinkall Unity Test on Quest 2:
https://youtu.be/gjsWsVe8YbY

Brackeys Physic Test on PC:
https://youtu.be/8zo5a_QvJtk

Here is my Test on a PC:
https://youtu.be/hYqjDJ...

▶ Play video
rocky condor
#

Nice I'll check that out right now. thanks

#

yeah, im using ISM for several objects currently (interactable apples on a tree etc) i didn't know the particle system was integrated with with that system though

worn lantern
reef willow
worn lantern
#

1:41:51

reef willow
#

sweet thanks

#

Does it require the project to be in 5.2?
pixel-streaming-signalling-server:dev container wasn't able to serve the player.html page when i checked, how do you grab the missing Public/ folder that used to exist?

worn lantern
#

pixel-streaming-signalling-server:dev container wasn't able to serve the player.html page when i checked, how do you grab the missing Public/ folder that used to exist?

#

Hmm, interesting bug. May I get you to report that over on the PixelStreamingInfrastructure? I know we've recently gone through a large refactor so this may not work as intended anymore

reef willow
#

Thanks ! i'll look into it again and post.

worn lantern
#

If you use the 5.2 tag, does that one work?

reef willow
#

All i see is this

worn lantern
#

Ah okay. I've found the fix so I'll get a PR up in a jiffy

jade kettle
#

Whoa whoa, lots of activity in this channel overnight, what's up?

forest basin
#

hi, is there any way to stop steamvr and not being force to restart Unreal Engine when you reset steamvr?

#

(in my case, UE only connects right with steamvr if steamvr is launched before I run the engine)

limpid widget
desert pebble
#

Hi all, I need to build a feature where my mobile-user can change materials in the vr application for the vr-user, by selecting the material in the menu on his mobile phone. Any suggestions how I can go about designing and executing such feature ?

hidden orchid
#

@hallow knoll that was the most useful UE channel video I've ever seen, though I am biased towards vr of course 😅

crude herald
#

Good morning, I'm currently looking at a profile from a Quest build and I notice that WaitFrame takes around 10-16ms. We deactivated the OculusVR plugin in favor of OpenXR. Is that WaitFrame time normal or can we do something about that? Unreal 5.0.3

jade kettle
#

Oh shi, victor and alex

hidden orchid
#

Very excited about the Lyra VR demo project and XR creative framework

limpid widget
hidden orchid
forest basin
#

Hi all! is there any way to stop steamvr and not being force to restart Unreal Engine when you reset steamvr?
(in my case, UE only connects right with steamvr if steamvr is launched before I run the engine)

hidden orchid
jade kettle
normal surge
#

sooooo..... Reverb G2 or Vive Pro 2?

#

Hypothetically, If I get a quest 2 do I only need OpenXR and not a Meta account?

#

anyone know a VR specialist I could ask about headsets? Something better than Quest 2 and more res than Quest Pro. Or do you guys need more info from me?

jade kettle
#

It might have changed recently

#

Do you want to work with a standalone headset or do you want to focus on PCVR?

hallow knoll
# jade kettle Watching it now, the XR Creative Framework gets mentioned at 1:56:51
Epic Developer Community Forums

What is the new framework? The XR Creative Framework is built for OpenXR and enables you to build editor tools for XR devices. It supports stereo rendering, head mounted display pose, motion controller poses and input. It’s designed to be extensible in Blueprints without the need to modify engine code or plugins. Examples of such tools could be...

feral wasp
rocky condor
rocky condor
surreal bane
#

does anyone know why when I switch the default VR pawn from a pawn to a character he spawns 6 feet in the air?

rocky condor
#

check colliders, check your tracking origin (stage / floor etc) - adjust spawn point accordingly

surreal bane
#

tracking origins are set accordingly, I think its the collider, because the pawn doesnt fall down it just floats

feral wasp
#

Can someone help me? I want to touch a mesh with my vr controller and give me a print string... I create the BP actor and add a StaticMesh and a sphere collision but is not working 😦

normal surge
hidden orchid
teal kraken
#

I am with Lucid on the hp controllers being not that great. The HMD itself is great tho. In the US the reverb is currently really cheap, so a mixed setup might be viable. HP HMD + index controllers + light houses. (Outside the us go for used models in the <400 $ range)

hidden orchid
#

Basestations are for tracking the headset and controllers

#

They donthave internal tracking

#

However steamvr based tracking is the best there is

normal surge
teal kraken
#

there were deals on hp itself recently. Since they are discontinueing the product they try to sell the old stock

jade kettle
hidden orchid
#

I have used the reverb with index controllers and it's great when it works, but it frequently breaks and there is a definite performance hit

normal surge
#

Got it. Will they come out with something new? I think Vive will

hidden orchid
#

Vive have just launched xr elite, not sure if it's lighthouse trackung

jade kettle
#

XR Elite is an AIO

teal kraken
#

vr-compare has a list of current and upcoming hmds with their stats

normal surge
#

I used the quest 2, but I feel like it's still missing . I feel like we should me further in the tech

jade kettle
#

What was missing?

normal surge
teal kraken
#

vr-compare is an external website

#

honestly, I recently got to try the quest 2 and for its price and being stand alone, it looked quite nice (did not test it on the pc with cable tho, so no idea how well it scales)

#
  • it being tied to meta is a big nono
normal surge
# jade kettle What was missing?

Fov was too small. The pixel density should be higher maybe in next gen. I get the blurry a bit too often with the hmd on. And the tracking could be better. And 240 hz when? Lol

jade kettle
#

Hah then I think no headset will be good at all

normal surge
hidden orchid
#

My kid has a quest 2, it's meta so it's evil, but wireless connection to pc with virtual desktop is really good, especially if you have fast WiFi and a beefy computer to stream at high quality

teal kraken
#

currently only pimax has 200 Hz at high FOV (240 diag), but also hella expensive

normal surge
teal kraken
#

also if that refresh holds at the high fov might be questionable

jade kettle
#

Note that when you do PCVR with those headsets, you don't get all features that the headset has

hidden orchid
#

Get a varjo xr 3, bargain at €6,499

jade kettle
# normal surge Like what?

I'm speaking from experience with a Vive Focus 3. So the PCVR is just the headset sending tracking data to the PC and the PC sending a video stream to the headset

normal surge
jade kettle
#

I lose the ability for example to activate the passthrough, or use its passthrough overlay options

#

From a dev point of view I mean

#

You can manually activate the passthrough on hte headset, but I'm not able to activate it with a script or something

hidden orchid
#

I really don't understamd why we haven't seen a dedicated passthrough button on controllers, would be such a useful quality of life feature

normal surge
#

Im new to vr so I forgot what the passthrough is

jade kettle
teal kraken
#

Looking through the display into the real world

jade kettle
#

Passthrough is the external camera feed

teal kraken
#

Basically faked AR

normal surge
#

Thaaat feature. Idk if I like that yet

jade kettle
#

It's Saturday morning so my head is not really in dev mode so I can't immediately think of anytying rn

#

why am i even on this channel right now

normal surge
#

I prob should sleep...

teal kraken
#

It is there to stop you from crossing your playspace borders. Stops the game and shows you if you are in danger of hurting yourself

#

wmr has torch on or something as a voice command for the controllers

hidden orchid
#

It's just poor quality on most headsets so far xr 3 has 12 megapixel colour passthrough with lidar depth sensor, when that sort of thing comes down in price a lot of possibilities will open up

teal kraken
#

High quality passthrough is pbly a waste of resources on a true vr headset. For mixed vr / ar applications it shines.

hidden orchid
#

Yeah, think it will blur together though

#

And for dev it would be great

jade kettle
#

As a dev you generally don't get access to hte passthrough image data so you can't use it

teal kraken
#

serious gaming/ real life applications are going to be great. Imagine showing a house/flat with the customer being able to drop in furniture

#

also once vr becomes normalized, the prices might be lower

hidden orchid
#

I have a zed stereo camera I tried with the index, there's a demo where I had the solar system floating in my living room and the planets being occluded when they went behind my large recliner chair

jade kettle
#

Going back to the question about headsets and which one

#

I would go for an all-in-one headset as that's what the market is going for nowadas

#

Does anyone have any experience with the Pico headset ecosphere?

hidden orchid
#

No, thought about it, there were issues with the software initially not following openxr standards well, but they might have been resolved

teal kraken
#

according to an article from 16th feb, they are fully compliant now

jade kettle
#

I know the Quests are not bad, are well supported and are seeing active development, but it's Meta.
HTC Vives are kinda awkward. Not bad headsets but the support isn't that good and it has a smaller community. Which is weird because Vive Focus 3s are kinda THE B2B headset at the moment.
Pico I've never worked with. On paper they look great and affordable but I haven't heard much about them

#

What runtime do the HP Reverbs run? WMR?

hidden orchid
#

Yes, and a buggy middle layer with steamvr

jade kettle
#

Still????

teal kraken
#

honestly I run it on openxr if possible

hidden orchid
#

Microsoft just fired most of their vr people so might get even worse

jade kettle
#

lmao, so the flow goes HMD -> WMR -> SteamVR -> OpenXR -> UE?

hidden orchid
#

Well, for ue you could just go straight wmr to ue

teal kraken
#

HMD-> OpenXR for WMR -> UE

hidden orchid
#

But if you use index controllers it would be

#

And even another layer for nergin inside out and lughthouse tracking space

#

Merging

jade kettle
#

Ahh VR, what a wonderful place

teal kraken
#

growing pains, still a rather new technology

jade kettle
#

I feel like everyone bodges solutions at every single level

#

Except for VictorLerp

hidden orchid
#

Yeah I really want out of wmr

#

And index controllers are just the best

jade kettle
#

Are those the knuckles?

hidden orchid
#

Yeah

jade kettle
#

Oh they are absolutely wonderful

teal kraken
#

I'm curious how the etee controllers are in comparison

jade kettle
teal kraken
#

not sure. they have the steamvr version as well as a "pen" version.

jade kettle
#

Very confusing

teal kraken
#

*pen only has 3 DoF vs steamVR 6 DoF, so they pbly have no location tracking just rotation

jade kettle
#

Ahh right

#

Ahhh, final rant before I close off and enjoy my weekend

#

Why don't manufacturers open up some of their stuff more. Like Valve did with SteamVR and we're getting thirdparty trackers and controllers

#

Wouldn't it be nice to know how Quests tracked their controllers so we could develop external trackers to attach to objects for example

teal kraken
#

closed eco system -> you got the control. Everyone wants to be apple

#

reason WMR uses visible light vs infrared is because meta has the patent and does not like to share

jade kettle
#

I understand and I see the sense, but it's just disappointing

#

anyways have good weekend everyone!

teal kraken
#

You as well.

surreal bane
#

I just switched the default vr pawn from a pawn to a character and now it spawns like 5 feet in the air, does anyone know why? :(

teal kraken
#

Did you check your capsule collider?

#

Under the collider are the collision presets -> check if removing Block on WorldStatic fixes the issue

surreal bane
#

ill check

#

All the collision presets are still defaulted as pawn, should I change them?

teal kraken
#

Switch to Custom and set them all to ignore. if you fall through the ground turn on world static to block

surreal bane
#

will do

#

if I disable all I fall thought the terrain and if I check word static on it spawns 5 feet in the air

surreal bane
#

I fixed it, I just increased the capsule height

#

it was set to 1

#

I changed it to 2 idk why it fixed it

teal kraken
#

height or zscale?

surreal bane
#

I changed the zcale

#

oh I should change the height...

teal kraken
#

I think the better approach would be to add the character movement controller and the capsule collider to the VRPawn instead of reparenting. This way you keep the DefaultSceneRoot

surreal bane
#

I made a vr pawn from scratch and I hate the same problem

#

I changed this from the default VR pawn, but I made a new one from scratch and still have the same issue where I spawn floating

teal kraken
#

there is the vr expansion plugin (vreue4.com). On PlayerSpawn they actually change the spawn transform:
From the comment:
/**

  • A normal player start except I replaced the root component with a scene component so that the spawn
  • transform will match our VR characters.
    */
surreal bane
#

I dont know what the root component is

#

sorry I just started learning blueprints

teal kraken
#

Root is the first component in the list. Basically its the reference point for all the other components (hence root)
Here in this image the Root is VRRoot Reference

#

If i click on the small arrow on the left, all children are collapsed

surreal bane
#

so in this case the root component would be the capsule component (Collision Cylinder) right?

teal kraken
#

yes

surreal bane
#

right

#

changing the capsule height seems to work

surreal bane
teal kraken
#

drop it onto the root

#

Note that the vr expansion plugin does it in c++ code, not blueprint. So the parent class is already set up. EDIT: It is also free and has a nice video tutorial guide. For starting out you might want to check it

surreal bane
#

I tried getting the vr expansion plugin but I got an error and it wont work

#

I decided to start from scratch so I would learn how to make it on my own

#

(it is not going well)

#

😔

teal kraken
#

starting from 0 to vr is going to be an uphill fight

surreal bane
#

I can feel it already

teal kraken
#

might start with learning blueprints and the engine before going vr

jade kettle
#

To be honest, the VRExpansion plug-in can be kinda overwhelming too

#

if you need to figure out how things work

surreal bane
#

just the character setup is a pain

jade kettle
#

Have you looked at the VRTemplate?

surreal bane
#

im using the VR template

#

I made the VRPawn from a Pawn to a character and it messed everything up

#

so now im reverse engineering it

#

pawns and good for teleporting but I think characters are better for smooth locomotion

jade kettle
#

smooth locomotion being

#

Lerping between two locations?

surreal bane
#

no like wasd movement but with a controller

#

using the enhanced input mappings

quiet badger
#

can I override gradle settings at the project level?
I noticed that in my intermediate generated files some of my gradle stuff is forcing my min sdk to 30, but I need to build below that for oculus quest

undone coral
#

Anyone experiencing VR issues in Unreal Engine 5.1.1. Since upgrading from 5.1 I'm getting weird artefacts and flashing in the right eye only? Something to do with transparent materials? Anyone who can help let me know. Thanks. John.

torn temple
#

Hi guys, has anybody come across an issue where addinng the Oculus Hand Component to a Pawn stops the game from launching when deployed to the HMD. everything works fine until I add that component.

UE5.0.3
Using legacy Oculus SDK
Project set to Hands Only
Oculus VR and XR plugins enabled.

Game deploys to HMD and says "Running" but all I get is a black screen.

radiant sundial
#

Does anyone have any resources on using openvr's getcomponentstate to get hand grip/aim offsets? I'm using it as i'm on 4.27 still and openxr has a few issues still that i need to keep using steamvr. Anyway, the offset transform i'm getting back are making no sense and was hoping to get a bit of advice or pointers on what i might be doing wrong.

jade kettle
jade kettle
undone coral
# jade kettle Are you running Nanite or Lumen?

Thank you! I had already removed Nanite. However, after your suggestion I checked my lighting settings and changed both Reflection method and Global illumination to None. They were both set to Screen Space Beta. This fixed it!

undone coral
# jade kettle Are you running Nanite or Lumen?

I take it back. It has nothing to do with Reflection method (just Global illumination). I set Reflection method back to Screen Space and it's fine. You wouldn't happen to know what the best settings for these two are for VR in 5.1.1? Either way, thanks again. I've been trying to get it looking nice for ages. This has fixed multiple large and subtle display issues in VR for me.

radiant sundial
# jade kettle Is this with regards to hand tracking?

no, i wanted to get the handgrip + aim rotation in an agnostic way, ue4's steamvr plugin doesn't seem to expose such functunality so i had to dive into openvr and figure it out. the transforms weren't wrong, it was my interpretation of how they worked. the rotation for handgrip was pointing the 'up' direction away from the controller which i was confused about, instead of being in line with the controller, but it makes sense because if you wanted to bind something orientated along the controller you'd need that rotation. since i just wanted to put the thing in my hand at that spot, i could just discard the rotation it provided.

jade kettle
#

"the transforms weren't wrong, it was my interpretation of how they worked. " I'm sorry, but my interpretations are always correct. it's the implementation that's always wrong and don't conform to my reality. (/s)

tired tree
#

@surreal bane the issue with a character is that the tracked devices move in relative space and are children of the root component of the character which moves in world space.

#

if you want to sync them up so that the character moves when the tracked devices do. You either need to counter the HMDs motion and apply it to the character (a bit finicky in BP to do in a multiplayer compatible way). Or run the HMD outside of the character and have the character move to it

#

in c++ you have more control as you can directly override alot of the behavior of the tracked devices (to a point)

#

if you need literally "just" smooth locomotion, its fairly easy to hand code into the base pawn

#

the character only really comes into play if you want a pre-fabbed and replicated complex motion system

surreal bane
surreal bane
#

its not multiplayer or anything, just a small thing

tired tree
#

@surreal bane the component that locomotion is based off of (the capsule) doesn't follow the HMD which is the issue

#

collision during locomotion would be offset

surreal bane
#

ohhh

tired tree
#

if you don't need collision (or gravity) anyway

#

then its super simple to just script movement

#

and even gravity is super easy to self implement

#

or collision for that matter

surreal bane
#

right thanks for all the info

tired tree
#

character is a ton more advanced than a lot of VR games need tbh

surreal bane
#

im kind of a newbie and BP so I thought that making a character would just make it easier to implement things like inventory and health and all that stuff

neon monolith
#

Hey guys!

I have a PC/VR project going on, in which in unreal preview mode works ok... but when I build to have a .exe for windows, when it starts, my camera is on the floor and never leaves the floor no mather what i do..

In the previous versions - that used controllers - preview and build work great.
In this version, I'm using handtracking - preview works great, but in the built project, hand tracking also works perfectly, but the camera/my pawn doesnt leave the floor.

Any Idea on what It's going on?

jade kettle
#

In the packaged build, do you have a main menu you go through or do you immediately launch the level?

#

You don't have a sequence somewhere that's overriding the camera view?

#

Just spitballing here

neon monolith
neon monolith
neon monolith
#

nothing else, at least that I can recall is messing with my camera - is as default as default can be

#

Also worth mentioning, that I have a teleport system that works by doing a gesture, and it's not teleporting when Im on the floor..

#

I have a couple VRPawn blueprints, but I made sure that I'm using the correct blueprints and respective classes and whatnot

#

The handtracking works, and a few couple other things like an fps counter and grab system that is runnign inside the vrpawn blueprint

jade kettle
#

if you attach a cube to your hmd's position you might see it move

#

But for some reason its usign the wrong camera

neon monolith
#

the cube is still there

#

so, it is the right pawn and theres no game modes issues whatsoever

jade kettle
#

😕

neon monolith
#

Super weird

#

I can't seem to find why it happens

jade kettle
#

is your pawn camera set to lock to hmd?

neon monolith
hidden orchid
neon monolith
hidden orchid
#

What runtime?

neon monolith
hidden orchid
#

I had this issue with a reverb g2 with index controllers running steamvr, which is a glitchy setup, but wmr with g2 controllers worked fine

hidden orchid
neon monolith
neon monolith
hidden orchid
#

Doesn't hand tracking use occulus specific openxr extension plugibs because they're not fully openxr compliant yet? Or did I dream that

neon monolith
hidden orchid
#

Anyway, could be a wild goose chase, I haven't tried the quest with ue yet, and runtime might not be relevant

neon monolith
#

Yh. It's a bit facepalming actually, because I'm running a default setup, which only change is removing controllers and puttings hands instead. Which works seamlessly everywhere else

hidden orchid
#

Have you got scale set to metres?

zinc kettle
#

Hello! If I wanted to test out my app on the quest 2/pro, do I need to publish it to the Oculus App Lab? Obviously, I can test it by previewing it on unreal but I want to see the performance as stand alone. Thank you.

neon monolith
hidden orchid
# neon monolith Also yes

Ok, can't think of anything else atm, would be interested if you figure it out though, have come across others having the same problem

silk lodge
#

are there any console commands like "enable stereo" or "enable HMD"?

hallow knoll
#

Oh, that was a question in response. Oh well, leaving it here in case anyone finds it useful 🤷

silk lodge
#

It's helpful, I didn't remember it at the time

jade kettle
neon monolith
silk lodge
#

in description

neon monolith
neon monolith